Suggestions/13th-Aug-2006

From The Urban Dead Wiki

Jump to: navigation, search

Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
  6. Again, DO NOT EDIT THIS PAGE IN ANY WAY, SHAPE, OR FORM. It will be used as a historical record and will eventually be locked.
Suggestion Navigation
Suggestion Portal
Current SuggestionsSuggestions up for VotingClothes Suggestions
Cycling SuggestionsPeer ReviewedUndecidedPeer RejectedHumorous
Suggestion AdviceTopics to Avoid and WhyHelp, Developing and Editing

Real Name?

Dupe of this suggestion with 8 dupes. Jonny12 W! 16:28, 13 August 2006 (BST)


GPS Clock

Timestamp: 05:21, 13 August 2006 (BST)
Type: Item update
Scope: Survivors
Description: To accurately calculate the position of people who are using GPS devices, the GPS system calculates local time to the microsecond, with reference to Zulu or Universal time (aka Greenwhich Mean Time).

In the shattered city, battery-powered GPS devices should be the most accurate clock, indeed, the only accurate clock, as they are being fed data from the outside world via satellite. With sporadic electricity and many ransacked buildings, I'm sure that most of the conventional clocks around the city are stopped or smashed. So survivors would be relying on GPS to give them the correct time and to coordinate timed events (like raids).

Therefore, the GPS device is updated: it now displays the GMT timestamp of the time the page was accessed.

Naturally, this information will be available to zombies as well.

Votes

  1. Author Keep - Rheingold 05:21, 13 August 2006 (BST)
  2. Keep -Definitely, this would help a lot. --Grigori 05:27, 13 August 2006 (BST)
  3. Keep - big help. --Kiltric 05:48, 13 August 2006 (BST)
  4. Keep - I strongly prefer this over the other watch suggestions. --Xoid 06:51, 13 August 2006 (BST)
  5. Kill - Or not. If you arn't smart enough to figgure out what time you should attack at then thats your problem. - Jedaz 06:55, 13 August 2006 (BST)
  6. Keep - Finally! --W3c 07:21, 13 August 2006 (BST)
  7. Keep - Realistic and balancing too Kaylee Hans 08:37, 13 August 2006 (BST)
  8. Keep - Having an in game clock would be helpful and this suggestion makes an otherwise mediocre item more useful.--Pesatyel 09:35, 13 August 2006 (BST)
  9. Keep - Nice. --Nob666 13:50, 13 August 2006 (BST)
  10. Keep - Seems good to me Jonny12 W! 16:28, 13 August 2006 (BST)
  11. Keep - No more Zombie Savings Time. --Max Grivas JG,T,P! 18:30, 13 August 2006 (BST)
  12. Keep - Hooray --Gene Splicer 22:18, 13 August 2006 (BST)
  13. Keep - As long as the time displayed is indeed accurate I'm good with it. --Paradox244 W! TJ! 22:28, 13 August 2006 (BST)
  14. Keep - I like it. --ERNesbittP·T·MalTel 23:40, 13 August 2006 (BST)
  15. Keep - Everybody likes clocks! --Officer Johnieo 23:45, 13 August 2006 (BST)
  16. Keep - The Lord approves. If two mortals reach for the same GPS, will it instigate a Clockfight? -- (GOD) Pray 05:03, 14 August 2006 (BST)
  17. Keep - Sure, it's useful. For the record, GPS works by each satellite streaming their time, and your GPS keeps track of time itself, and then figures out how long it took for the signal to get there, but they have incredibly accurate internal clocks so it still makes sense.
  18. keep - except for the part about zombies seeing it as zombies cant tell the time or operate a GPS Blazefire 07:07, 14 August 2006 (BST)
  19. Keep - I can find no problems. (However, perhaps only zombies with MoL should be able to tell the time?) Good work. --Gold Blade Hunt! 14:40, 24 August 2006 (BST)

GPS Telematic Networker

Timestamp: 05:21, 13 August 2006 (BST)
Type: New Item
Scope: Survivors
Description: The GPS Telematic Networker is a new item.

GPS is an internationally secure system, meaning that it doesn't publicly broadcast the positions of all its devices. However certain public agencies (EMS, fire departments, etc.) have been granted secure networks. Users who are granted access to the networks can broadcast their position securely - only other people in each network will be able to see it.

These Telematic Networker gadgets, which are hardware add-ons to the main GPS system, can be found at rates of 4% in Fire Departments (allocated from the former find rate for Wirecutters).

With this item, you have the option of plugging or unplugging the Telematic Networker and any GPS unit you might have. Plugging/unplugging is a 1 AP action.

While you are plugged in, you broadcast your position to any person who is on your contact list and has a GPS device.

You can view a list of people who are broadcasting to you, and their GPS locations, by clicking on your main GPS device (spending 1 AP) - a similar action to viewing the Necronet.

Votes

  1. Author Keep Rheingold 05:21, 13 August 2006 (BST)
  2. Kill I like the idea, but I just realized something: This would be hell for both pk'ers and their prey. I like it otherwise, but that part earns the kill.--Grigori 05:30, 13 August 2006 (BST)
  3. Keep - true, the short term results would be bad for the PKing victims, however, in the long run, the bounty hunters would put a huge hamper on PKers, I think that this addition would help the guild, and in turn, make PKing no fun at all. This may actually be a solid solution that we've been looking for. --Kiltric 05:53, 13 August 2006 (BST)
  4. Keep - But with one minor change, make it so you can choose only specific people on your contact list to broadcast to, that way you can add people without having to broadcast your position to them. - Jedaz 06:49, 13 August 2006 (BST)
  5. Keep - Would be good for PKers, but I think it should be mutual contacts (when both people are on each other's contacts list) to cut down on the PKer potential Kaylee Hans 08:38, 13 August 2006 (BST)
  6. Kill -I DO want to vote Keep. Unfortunately, the suggestion(s) that allow a player to differentiate between contacts needs to be implemented BEFORE this one can be.--Pesatyel 09:38, 13 August 2006 (BST)
  7. Keep The only conceivable use the GPS unit will EVER have will come about only if Kevan introduces the ability to see where all your allies are.--Jon Pyre 16:29, 13 August 2006 (BST)
  8. Keep - As Jedaz Jonny12 W! 16:30, 13 August 2006 (BST)
  9. Keep - I don't think this would work for me, due to the way I currently use contacts. I can see how it would be useful to some groups. --Max Grivas JG,T,P! 19:08, 13 August 2006 (BST)
  10. Kill - As Jedaz, but with a kill --Gene Splicer 22:17, 13 August 2006 (BST)
  11. Kill - I keep a list of my group and everyone who has PKed of griefed myself and my group. I already know they have me in their contacts list because of the mobile phones... I don't want to give them my position, even if it would take 2AP to plug in, broadcast, and unplug. Change it to people with the same group affiliation instead for a keep vote. --ERNesbittP·T·MalTel 23:45, 13 August 2006 (BST)
  12. Keep - Good idea, but there seem to be more drawbacks then pluses so I doubt many would use it. --Officer Johnieo 23:50, 13 August 2006 (BST)
  13. Keep - But obviously, dependent on the oft-suggested 'contact list sorting' type suggestions. I urge everyone who voted against because it gives information to enemies on the contact list to change this and go with the common sense that this needs to be implemented along-side the other. --Burgan 06:18, 14 August 2006 (BST)
  14. Keep - I'd like it more with Jedaz's change. But it's a good idea, so keep anyway. - The Badman Bob06! 12:48, 28 August 2006 (BST)

Vaccination v2

Timestamp: 18:02, 13 August 2006 (BST)
Type: Item
Scope: The Brain-Rotted
Description: Seeing as how most people liked the concept of the version made on the 10th-Aug-2006, but all disliked the same aspects, I've taken them out and am resubmitting it.

Quick return on why I made this skill: Some people purchase brain rot by accident, some because they didn't fully understand it, and others later decide they are tired of playing a zombie and would like to play a survivor, and to use some of that xp under their belt to start out with decent skills. While some may say "BRRC", that is not very useful. Wait for a single zombie mob to attack them and they will be out of service, not to mention going to their remote clinic every week is not enjoyable. The skill should not be taken away, and I don't believe in a way to remove from the character, but this suggestion is to allow to temporarely supress it... So this is what I am suggesting...

The Item

The "NecroTech Vaccine" would be a one-use item that cannot be found, it needs to be manufactured by someone with Necronet Acess (in a powered necrotech building), at the same cost as the syringe.

The usage

This item can only be used on yourself, and has no effect if you do not have brain rot, and would display something among the lines of "You do not need this treatment" and would not cost an AP, the item would remain in the inventory.

The effect

Using this item (if you are rotter) would display is your "status box" that you are "treated", ex.: You are Rotter_1 and you are infected and treated(X). X represents the number of days left to your treatment, to a maximum of 7, as every time you use the item, it restores it to 7. Now, if you are killed, and the treatment is still in effect, you may be revived as any other zombie (that does not have brain rot). As per requested, you may only stand up once before this item loses it's effect. In other words, if you get killed while treated, it stays when you get up. If you get revived or killed, the treatment goes away.

Votes

  1. Keep- Author vote. Nothing should be permanent. Also adds a nice junkie feel to rotters ;) -Certified=InsaneUG 18:02, 13 August 2006 (BST)
  2. Keep - But only because I like the idea of Junkie Zombies with Rotted brains. David Malfisto 18:15, 13 August 2006 (BST)
  3. Spam - By making BRRC a prerequisite you have nerfed your own suggestion. You argue against the concept but by requiring that the rotter manufature the serum and administer it themselves it would be a requirment. This is like a quadruple negative. The process requires nearly 7 days worth of AP to accomplish leaving you nothing to do but save yourself ...and again ...and again. It would be quicker and more fun to start a new life or Eat Brains. --Max Grivas JG,T,P! 19:01, 13 August 2006 (BST)
  4. Kill - Goes away first time you are revived or after a set time whichever comes first, but otherwise remains equals a keep from me. Otherwise this would be worse than useless("I am the dead! Ah well, I intelligently Vaccinated myself, off to the revive point I go." "Zombie! *Blam Blam Blam*" "Well... arses"). Otherwise, I still like this idea --22:15, 13 August 2006 (BST)--Gene Splicer 03:23, 14 August 2006 (BST)unsigned vote--Gage 22:29, 13 August 2006 (BST)
  5. Kill - I Like the idea, but as the BRRC grows, this becomes redundant. --ERNesbittP·T·MalTel 23:48, 13 August 2006 (BST)
  6. Keep - I like this idea in principle, but it's so complex I find it hard to believe this will be implemented. I think think this idea needs a little more reworking --Officer Johnieo 23:50, 13 August 2006 (BST)
  7. Kill - Don't buy brain rot if you don't want brain rot. And Officer, if you like an idea but think it needs to be reworked, the proper vote is kill. List in your kill reasoning what needs to be refined. Keep means the idea is fine as is. --Mookiemookie 03:12, 14 August 2006 (BST)
  8. Spam - Mommy, I wanted to be level 41 but Brain Rot bugs me! If you don't make Kevan change it I will call Social Services and they will cast me awaaaaay. And everyone will think you're a BAD MOMMA! a BAAAAAD MOMMA! a BAD BAAAD BAAAAAAAAAAD MOMMA! --Matthew Fahrenheit YRC | T | W! 03:16, 14 August 2006 (BST)
    Its has been said to me that my vote is trolling. I think the reason is pretty clear for all to see: If you can't stand Brain Rot drawbacks, then don't use the benefits: don't buy it. --Matthew Fahrenheit YRC | T | W! 06:27, 14 August 2006 (BST)
  9. Keep - Great, took my suggestions and I like it. MattF, that's darn close to trolling. I don't see a valid reason to spam outlined therein. --Burgan 06:22, 14 August 2006 (BST)
  10. Kill - ... I doubt anyone with Brain Rot is going to want to vaccinate themselves. Just don't get Brain Rot if you don't want it... The Badman Bob06! 12:53, 28 August 2006 (BST)

Hearing Things

Spaminated with 7/8 Spam votes. --Gage 22:43, 13 August 2006 (BST)


Making NecroNet more useful

Removed by author, improved version below.--Canuhearmenow 00:31, 14 August 2006 (BST)


Power Down

Timestamp: C138 23:08, 13 August 2006 (BST)
Type: Added Functionality
Scope: Survivors
Description: Add a button to switch the generator off. Thus, safehouses can be camouflaged as disused buildings with the lights off temporarily, and empty buildings with generators running inside can have them switched off by zombie-sympathetic survivors or revived zombies without wasting AP destroying them, as a solution to zombie griefing (leaving generators running in empty buildings as decoys).

Obviously, a building with the generator turned off is effectively an unpowered building, so for powered searches in Malls, rotter revival, surgery, etc. you'd need your generator to be switched on.

Votes

  1. Spam - waste of AP turning it on or off. Want it off? Destroy it.--Gage 23:10, 13 August 2006 (BST)
  2. SPAM Keep Excellent way for stupid squabbling survivors to waste AP while I eat them :D Rheingold 23:26, 13 August 2006 (BST)
  3. Kill - Is the bonus for a powered search really worth 2AP to turn it off and back on? --ERNesbittP·T·MalTel 23:54, 13 August 2006 (BST)
    • RE - Camouflage during zombie siege? Make them go for the other buildings first, without needing to go hunt for a new generator. Less AP wasted destroying it? 1AP instead of 5+. Not vandalism/griefing as GK'ing is. If you can be PK'ed by other survivors for destroying a generator even when you had a genuine reason for doing so, why not add the ability to turn them off temporarily instead? --C138 00:23, 14 August 2006 (BST)
  4. Keep - This idea is good! Every building in the world has light switches, so why can't generators? --Officer Johnieo 00:30, 14 August 2006 (BST)
  5. Keep - More choices for players is always good, and it allows the conservation of fuel (I assume, can the author clarify?) for when it is needed. YbborT 02:34, 14 August 2006 (BST)
  6. Kill I kinda like that generators have a drawback. It provides an element of strategy instead of GENERATORS ALWAYS GOOD. --Jon Pyre 03:00, 14 August 2006 (BST)
  7. Spam - The point of the generator is that you get a bonus, but you take a risk. By doing this you take the risk out of it. Youronlyfriend 03:05, 14 August 2006 (BST)
  8. Spam - This will lead to really stupid "switching wars" amongst survivors, where the only winner will be the one that throws the genny trough the window. And if not, it unfairly eliminates the drawback of having a generator on the building. --Matthew Fahrenheit YRC | T | W! 03:06, 14 August 2006 (BST)
  9. Spam - Yes. Make a suggestion that stops zombie griefing but spam down a suggestion that stops survivor griefing. Sonny Corleone WTF RRF ASS 03:15, 14 August 2006 (BST)
  10. Spam - This just eliminates the drawback to having a powered building, which is there for good reason. Not to mention, doesn't address fuel use during periods when the genny is off. --Rgon 06:12, 14 August 2006 (BST)
  11. Keep - Could save generators and lives. Spraycan Willy MalTel·T 06:21, 14 August 2006 (BST)
  12. Spam - Generators have the drawback for a reason. This suggestion means they will only have it for the three minutes each survivor is online. --Burgan 06:24, 14 August 2006 (BST)
  13. Keep - Mainly because people are saying "gennies need a drawback" when spending the 2 AP is a much bigger draw back than having lights on inside a building. And let me give newbie zombies a tip - if a building is EHB then it has people in. If a building is a resource building - it has people in. If a building has "lights on inside" then it's either EHB and/or a resource building. Period. David Malfisto 03:03, 15 August 2006 (BST)
  14. Kill - Sometimes EHB buildings are decoys. I'd go for keep only if that when a Generator is attacked and you "destroy" it, it just switches to off and it would cost something like 5 AP to switch it on and fix a few broken wires. Then again, switching it off sounds good enough Kaylee Hans 12:30, 15 August 2006 (BST)
  15. Keep - Camouflage GOOD. Switching wars not so good. Generator killing, spamination of a non-spamworthy suggestion (remember, Spam is not a strong Kill - it's only for completely ridiculous suggestions, which this isn't), and Napster BAD! I trust I've made myself clear? --Sgt. John TaggartUNIT 9/5 NEVAR FORGET WCDZ 21:12, 21 August 2006 (BST)
  16. Spam - for the same reason as everyone else... The Badman Bob06! 12:55, 28 August 2006 (BST)

Hobble

Timestamp: 23:12, 13 August 2006 (PST)
Type: New Skill
Scope: Zombie Hand Attack
Description: As further developement of the zombie hand attacks, I would like to suggest Hobble as a new skill.

This skill would follow after Vigour Mortis, Death Grip, and Tangling Grasp. The effect of landing this hand attack would be to cause survivors to move at half speed (double the AP cost as with new zombies) until such time as they are healed.

Mostly useful in open terrain against multiple targets to either escape or finish them off.

Votes

  1. KILL - I just really don't like it. Overpowered for one thing. Blazefire 07:29, 14 August 2006 (BST)
  2. Kill - Unnecessary zombie buff. Hand attacks are more damaging because they don't have added effects over bites. Combine this with infectious bite, and a zombie can fairly quickly cripple everyone in a safehouse. --Burgan 07:33, 14 August 2006 (BST) P.S. Fixed some stuff the suggester broke, everything should now be as it should be. --Burgan 07:49, 14 August 2006 (BST)
  3. Kill - No, just no! Kaylee Hans 08:11, 14 August 2006 (BST)
  4. Kill How about it costs a survivor 15AP to heal themselves. And they can only find FAKs on thursdays. --Jon Pyre 08:55, 14 August 2006 (BST)
  5. Spam Revise as per Pyre for a Kill. Rheingold 09:03, 14 August 2006 (BST)
  6. Spam - WTFCentaurs. --Xoid 10:58, 14 August 2006 (BST)
  7. kill - I agree with Burgan. The Mad Axeman 12:12, 14 August 2006 (BST)
  8. Spam - WTF?--Gage 14:31, 14 August 2006 (BST)
  9. Spam - CactuarFTW.--Thari T/C/TJ! 14:57, 14 August 2006 (BST)
  10. Spam - Hand attacks damage, bite infects. Overpowers the hand attack. A lot. --Rgon 16:10, 14 August 2006 (BST)
  11. Spam - WTF? --Gold Blade 23:41, 14 August 2006 (BST)
  12. Kill If I wanted to move at half speed, I'd play as a zombie without Lurching Gait --Dudefromhell 23:44, 14 August 2006 (BST)
  13. Dupe - Not completely the same, no, but the EFFECT is the same. In addition, would this cause a "hobbled" survivored turned zombie to move at 4 AP? If this ISN'T a Dupe, I'll change my vote to Spam.--Pesatyel 01:13, 15 August 2006 (BST)
  14. Spam - As Jon Pyre. But, you know, moreso. And I realise it would have been quicker to say "As Rheingold". David Malfisto 03:04, 15 August 2006 (BST)
  15. Kill workable, but it seems a little too vague --Kiltric 04:22, 15 August 2006 (BST)
  16. Spam - nothing like the sweet smell of spam in the morning! --Officer Johnieo 04:38, 15 August 2006 (BST)
  17. Kill As Kiltric --Sgt. John TaggartUNIT 9/5 NEVAR FORGET WCDZ 14:41, 22 August 2006 (BST)
  18. Spam - WTF? FTW! - The Badman Bob06! 12:57, 28 August 2006 (BST)

Personal tools
advertisements